Sample file - DriveThruRPG.com · 2018. 10. 11. · Chapter 3 - Character Creation ..... 29 Basic...

14
Sample file

Transcript of Sample file - DriveThruRPG.com · 2018. 10. 11. · Chapter 3 - Character Creation ..... 29 Basic...

  • Sam

    ple

    file

  • Sam

    ple

    file

  • Introd

    uctio

    n

    i

    Sam

    ple

    file

  • ii

    Introduction

    Table of Contents

    Chapter 1 - Empyrean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Empyrean......................................................... 2 Eidolons ........................................................... 2 Anima .............................................................. 3 Cornerstones .................................................... 3 The Balance...................................................... 4 Persona Traits .................................................. 5 Becoming ......................................................... 5 Realms ............................................................. 6 The Nascent ..................................................... 7 Life in Empyrean.............................................. 8 The Great Spirits.............................................. 8 Heritage Sites ................................................... 9 Aether .............................................................. 9 Colossi ............................................................10 The Great Calamity ........................................10 The Factions.................................................... 11 Librarium Omnibus................................... 12 Order of the Seven Heroes ........................ 13 Utopian Society.........................................14 Servants of Balance ................................... 15 Brilliant Dawn League ...............................16 Chapter 2 - Game Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Nature of the Game.........................................18 Ownership ...................................................... 19 The Balance..................................................... 19 Fire............................................................22 Light .........................................................22 Electricity..................................................23 Water........................................................23 Stone ........................................................ 24 Darkness .................................................. 24 Air ............................................................25 Aether .......................................................25 The Worldbook .............................................. 26 Seed Worlds ................................................... 26 The First Game .............................................. 27 Other Materials .............................................. 27 Chapter 3 - Character Creation . . . . . . . . . . . . . . . . . . . . . . . 29 Basic Rules .................................................... 30 Persona Traits ................................................. 31 Five Steps of Character Creation .....................32 Concept.....................................................32 Traits ........................................................ 33 Balance..................................................... 34 Background .............................................. 34 Creed ........................................................ 35

    Chapter 4 – Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Context .......................................................... 38 Establishing Questions ................................... 38 Resolution .......................................................39 Closure............................................................39 Encounter Types ............................................ 40 Rotating Game Master ....................................41 Escalation ........................................................41 Resolving Actions........................................... 42 Character Advancement ..................................... Superficial Wounds ........................................ 48 Deep Wounds ................................................ 48 Heart Wounds ............................................... 49 Becoming ....................................................... 50 Treasures......................................................... 51 Chapter 5 – Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 New Realms .................................................... 55 Name and Concept ......................................... 56 Realm Traits .................................................. 56 Terrain Traits............................................57 Technology Traits .................................... 58 Government Traits................................... 59 Wildlife Traits ......................................... 60 Culture Traits ...........................................61 Societal Traits .......................................... 62 Creed Traits ............................................. 63 Civilization .................................................... 64 Places ............................................................. 65 Heritage Sites ........................................... 65 Encounter Tables............................................ 69 Realm Balance ................................................ 72 Chapter 6 – Paradigms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Free Time........................................................75 Drawing Power ...............................................75 Guided Establishment .................................... 76 Currency ........................................................ 76 Plot Twist Cards ............................................ 77 Encyclopedias ................................................. 78 Masks............................................................. 78 Dice ............................................................... 79 Alchemy......................................................... 79 Milestones ...................................................... 80 Critical Success and Failure .............................81 Technology .....................................................81 Universal Trait............................................... 82

    Sam

    ple

    file

  • iii

    Introd

    uctio

    n

    Chapter 7 – Conceits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Abundance ..................................................... 85 Aethermancy.................................................. 85 Channeling..................................................... 85 Core Values.................................................... 86 Elemental Regeneration .................................. 86 Filled with Anima .......................................... 86 Forgotten Treasure ......................................... 86 Geomancy ...................................................... 87 High Summoning........................................... 87 Imaging.......................................................... 87 Sealed Memories ............................................ 87 Surging Anima ............................................... 88 Wonder Crafting............................................ 88 Chapter 8 – Storytelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Scenario Owner.............................................. 90 Running a Realm ............................................ 90 Improvised Encounters.................................... 91 Scenario ..........................................................93 Sample Scenarios.............................................93 Personal Stories .............................................. 97 Guiding Character Development .................... 99 Special Social Encounters ...............................101 Special Puzzle Encounters ............................. 102 Special Combat Encounters ........................... 103 Endgame ....................................................... 104

    Appendix A – Nitar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Realm Traits ................................................. 106 Nascent Tribes .............................................. 108 Factions......................................................... 108 Places .............................................................110 Important People ............................................ 113 Technology ....................................................116 Trade Goods...................................................116 Monsters ........................................................116 Realm Draw Sheet..........................................117 Mines Dungeon ..............................................118 Old Nitar Dungeon ....................................... 120 Steam Vaults Dungeon.................................. 122 Treasures....................................................... 124 Encounters in Nitar ....................................... 126 Adventure Hooks .......................................... 128 Maps of Nitar................................................ 130 Appendix B - Persona Traits. . . . . . . . . . . . . . . . . . . . . . . . . . 135 Appendix C – Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Consumables ................................................. 174 Minor Wonders............................................. 176 Major Wonders ............................................. 179 Appendix D - Planning Sheets . . . . . . . . . . . . . . . . . . . . . . . 181 Appendix E - Balance Generators. . . . . . . . . . . . . . . . . . . . 191 Wonder Generator .........................................191 Encounter Generator ..................................... 194 Group NPC Generator ..................................206 Group Realm Generator ................................208 Appendix F - Bonus Materials. . . . . . . . . . . . . . . . . . . . . . . 209 Appendix G - Quick References . . . . . . . . . . . . . . . . . . . . .223

    No need to justify, No need to explain, We are as we are, Such is becoming.

    Inscription on Grand Cornerstone

    Sam

    ple

    file

  • iv

    Introduction

    Author D. Brad Talton Jr.

    Illustrations Lorie Hetrick, Katrina Lin, Devin Night

    Book Design Dave Mattingly

    Playtesting Ken Andrews, Kevin Bridgeman, Derek Brunnet, Paul Butler, Andrew Campbell, Daniel Castro,

    John Celino, Gregory Krywusha, Ben May-Day, Matthew May-Day, Richard Oppenheim, Steven Petit, Matt Schillinger, Justin Shipler, Brad Wales

    Proofreading Sharif Abed, Eric Casey, Nancy Feldman, Mark Fergusen, Aaron Friesen, Liam Halverson,

    Mark McHaney, Wendy Napier, Matt Schillinger, Bettina Tan, Peter Turrentine

    Production Level 99 Games

    Special Thanks Special Thanks to all of the Kickstarter Backers whose generous support has made this game a reality!

    Foreword Welcome to Empyrean—a world of boundless possibility, endless adventure, and fathomless depth.

    But more than all that, Empyrean is your world. You are about to embark on an adventure of creation and re-creation. More than simply exploring and overcoming challenges, you will build the world itself as you journey, creating your own Empyrean from the ashes of the past. Your Empyrean will be a unique creation that you and your friends piece together.

    Building Empyrean will require tough choices—not all problems are dragons to be slain. Some of these choices will require sacrifice. Some will force you to decide between two evils. Some will require you to go against your beliefs and convictions. Each will change you, such that your character will be as much a result of the world as the world is a result of you. Such is Becoming.

    Thank you for taking the opportunity to explore this mystical world of Empyrean—a world drawn from the dreams of you and your closest friends. I hope it affords you many hours of memorable adventure and epic conflict.

    D. Brad Talton Jr.

    Mystic Empyrean ©2011 by D. Brad Talton Jr. Mystic Empyrean, the Mystic Empyrean logo, characters, designs, and illustrations are all trademarks of Level 99 Games. Mystic Empyrean, this book, and all information, illustrations, and rules therein are property of D. Brad Talton Jr. and Level 99 Games, and are not to be reproduced in whole or in part without express written consent. Planning sheets included in this game book may be reproduced solely for personal use.

    Sam

    ple

    file

  • Empy

    rean

    1

    Sam

    ple

    file

  • 2

    Empyrean

    Empyrean “For a thousand years I've watched the mist ebb away the foundations of Empyrean. You are not the first with hubris enough to believe you could undo the mistakes of the past, and I do not imagine that you shall be the last.”

    — Kulbaht, Keeper of Records

    Empyrean is a shattered world. Nearly one thousand years ago, Grand Cornerstone, the root of the world, was destroyed in a terrible cataclysm. Some say it was war between Eidolons. Others believe it was unrest amongst the spirits of Anima. Others still imagine that the Aether crept in through some tear in the fabric of reality, and began to devour everything.

    The mist of Aether spread over the whole world, unraveling and consuming reality, until only an endless desert of blank, white infinity remained in its wake. Now, only a few tiny islands of existence remain in a sea of oblivion. These last few remaining realms are the final bastions of civiliz ation and life. They too will soon fall, unless something is done to repair the ravages done to Grand Cornerstone.

    Eidolons “You've heard of the Eidolons, yes? The ones who wear their souls as a skin? That is their strength, that they bear their hearts wide to the world, and drink in its experiences, and make from those their own power.”

    The Eidolons are the children of Anima, the inheritors of the world, and its protectors and servants as well. These immortal forces of nature are pure life energy given form and will, and live only according to their own goals and ideals.

    The heart of an Eidolon is the core of his being. A stone of crystallized Anima just a little larger than a closed fist, the heart sustains the Eidolon, such that he needs neither food nor air nor sleep. An Eidolon’s entire body is a construct of Anima that flows out from his heart, and the heart is capable of rebuilding the body. Thus, Eidolons can survive any physical wound or injury, so long as their hearts remain intact.

    Eidolons also have a powerful and innate connection to the world around them. Only Eidolons are able to rebuild Grand Cornerstone by returning its lost shards. Only Eidolons are able to see and speak to the Great Spirits of the world. Only Eidolons have the power to reshape the lands according to their wills.

    Within Empyrean, these beings are regarded with respect, both among their own kind and among the other races of the world. Even the weakest and youngest of their kind are capable and powerful beyond measure, and their requests and wills are not to be taken lightly or denied outright.

    An Eidolon’s heart is formed by certain traits, called Persona Traits, that grant him powers linked to his desires and deeds. An Eidolon who possesses deep curiosity is able to open a third eye and see many mysteries. One who is filled with envy can repaint his flesh to look however he desires. One with a cold, solitary heart can create ice and chill with a touch or a breath. As he lives on and acquires more traits, an Eidolon will acquire more and more power and change his face many times. Only by experiencing the breadth of emotion and deed – the highest goods and darkest evils, the purest ideals and most decadent pleasures – can an Eidolon unlock his full potential and become what he must be in order to rebuild the world.

    An innate desire to restore the world rests within all Eidolons. Perhaps it is put there by the spirits of Anima, or perhaps it is a simple extension of their personal connections to the world. No matter what the case, every Eidolon wishes to see Empyrean restored to its full glory. While all Eidolons share in this desire, there are many differing views on how it must be done. Eidolons mark the lands they unlock with a tinge of their own personalities, and thus, each rebuilds the world according to his own image of a perfect Empyrean. This great power is easily coveted, and there is much dissent among the Eidolons over whose right it is to rebuild Grand Cornerstone and reshape the world.

    Most Eidolons are born as Nascent, the tribal races that inhabit Empyrean, though this is not always the case. Some are formed by the Great Spirits in order to execute their bidding. Others are born directly from the land, and instinctively know the will of Grand Cornerstone in their hearts.

    Sam

    ple

    file

  • 3

    Empy

    rean

    Anima “Until you discover your heart, you will not find power in this world.”

    — Fargan, Seeker of Balance

    All of Empyrean is formed of Anima, the seven base elements that combine and transform to make up every possible substance, energy, and idea within Empyrean. Eidolons are made of pure Anima, and the Nascent and the lands of the world are formed of the elements it combines to create. Anima can be distilled and repurposed into magic, electricity, life force, inspiration, and even abstract concepts like ideas and time. There is nothing that cannot be forged or formed from this pure source of raw, creative power.

    However, very little of the Anima in the world is free and usable in this way. Cornerstones and Grand Cornerstone, by extension, are formed of pure, crystallized Anima, as is the heart of an Eidolon. Anima Pearls, the crystallized fragments of Persona Traits that have been outgrown and discarded by Eidolons, are the most common source of pure Anima in the world.

    In the hands of an Eidolon, Anima is an unimaginable power. It gives the Eidolon the ability to act with incredible force and presence, to twist fate and reality in his favor, and to enjoy the boon of immortal life.

    In Old Empyrean, before the world was torn apart, Eidolons could use Anima to create tools, weapons, and powerful relics with a thought, as well as to reshape the lands, summon mighty titans, and communicate directly with the Great Spirits. These mysteries are now lost – sealed away in the memories of Grand Cornerstone – and waiting to be found and mastered once more by those who discover them.

    Cornerstones “In every reflection of the stone were worlds, shadows of worlds that might be. Each with history, peoples, dreams, and possibilities. Every detail perfectly realized in the facets of the crystal, existing only in that moment’s reflection of the flickering light.”

    Empyrean was once a united world, ruled in a golden age of peace and prosperity. All of this was made possible by the existence of Grand Cornerstone – the root of the world – enshrined in its sacred palace. Grand Cornerstone was a towering obelisk of pure, crystalized Anima that sustained the existence of the whole world by pouring its life-giving energy into the earth.

    When the Great Calamity shattered Grand Cornerstone, sending its shards all across the world, the Aether appeared, and began spreading quickly across all the lands, burying even the shards of Grand Cornerstone beneath the mist. These shards, called Cornerstones, absorbed the vanishing lands, sealing inside the different pieces of Empyrean that would have otherwise been consumed by the mist. Realms, memories, and treasures of great power have all been sealed away in these crystals, protected from the scourge of Aether.

    There are typically three kinds of things that might reside within a cornerstone.

    Realms are the actual lands of Empyrean, that were sealed away after the Great Calamity. When such a cornerstone is unlocked, the crystallized Anima within it surges forth and recreates the land according to the pattern and memories locked within it. Individuals who have slept for nearly a millennium are awoken to continue life as though only a second has passed. Lost treasures and deadly dungeons, as well as the wonders of the world are recreated down to the slightest detail.

    Paradigms are the secrets and wonders that once filled Empyrean. Powers such as alchemy and magic, as well as simpler ideas such as currency, and the most powerful kinds of treasures known to the world are among those sealed within these cornerstones. When a paradigm is unlocked and restored to the world, then it becomes seamlessly reintegrated into all the corners of Empyrean, and the world gains more solidity and resistance against the onset of Aether.

    Sam

    ple

    file

  • 4

    Empyrean

    Conceits are singular entities and secrets sealed within Cornerstones. The secret to create matter with a thought, to command the great Titans, or to rearrange the realms according to an Eidolon’s will are all contained within such stones. Even the memories, weapons, and mystic arts of the great heroes of Old Empyrean can be recovered as Conceits. Unlike Paradigms, Conceits take root within the heart of the Eidolon that unlocks them. He gains more power, and makes his own heart a vessel for the expansion of the world – more able to defend and protect it from the forces which would stand against the balance.

    The Balance “Grand Cornerstone was destroyed because we forgot the Balance. I am responsible above all others, and I shall not make the mistake again, nor allow any Eidolon to do so in my place.”

    — Lusse Mer, High Auditor

    The elemental nature of Anima divides it into seven major classes. Each of the elements of Anima governs different ideas, aspects of living, actions, technologies, and more. Every thing, person, place, or idea in Empyrean is aligned with Anima in different degrees. These alignments form the foundation of natural order, called the Balance.

    Eidolons, being creatures of pure Anima themselves, each have their own Personal Balance, while most animals, Nascent, and realms share a collective World Balance.

    Since Anima governs ideas and actions, the World Balance (and the Personal Balance for Eidolons) determines the potential for different activities, sciences, and outcomes. In realms saturated with fire, destruction and rage run deep. In those filled with light, science and knowledge thrive. Anima permeates everything in Empyrean, even down to the minds and bodies of its inhabitants. Nascent from a realm saturated with Stone will have tougher skins and stockier builds, and may even have rocks or jewels set into their bodies. Those who live in Air-saturated realms might develop wings and learn to fly, and have fragile, hollow bones like birds.

    Animals that live under high Anima saturation develop similar changes, adapting to reflect the general look of their environment and to survive whatever difficulties living there presents. Those animals who are exposed to extremely high amounts of Anima – such as from living near abandoned relics of Old Empyrean, or from eating a cornerstone – become Dire creatures. These powerful beasts guard their homes jealously and are sometimes worshipped as local spirits. Many are manipulated directly by the great spirits that govern them, giving them intelligence and cunning not unlike that of an Eidolon.

    Sam

    ple

    file

  • 5

    Empy

    rean

    Persona Traits “Tomorrow, I will look in this mirror, at a different man standing in my place. In that moment, I will remember the man I was yesterday, and rightfully call him a fool.”

    — Lyons, Who Slew Regret

    Eidolons wear their souls as a skin, and the desires and morals within their hearts manifest outwardly in the form of Persona Traits. These traits grant the Eidolon great power, but when they grow too great, they may choke his heart, and grant that power only at a heavy price. Traits begin as telltale signs, gradually growing into complete features that mark the Eidolon unmistakably with the light or darkness that resides within his heart.

    Despite their changing nature, Eidolons are recognizable. They seem to retain the same facial features and the same force of personality. Those who know an Eidolon will recognize him, even after several years of not having seen him. No matter what his features, an Eidolon’s nature is clear – he will not be mistaken for a Nascent, animal, or Great Spirit.

    Becoming “I heard once that drinking the blood of my enemies would make me strong. I don’t know if I believed it even then, but I developed a taste for blood all the same, on the off chance that it might be true.”

    — Alora, the Ashen Queen

    Eidolons are not static creatures. Their outward appearances reflect the virtues and vices of their hearts, and they change constantly as they develop new powers and personalities. The process of changing appearances and powers is called Becoming.

    The first Becoming is often a violent and strange occurrence – it is the one when a Nascent realizes his potential and is transformed from a being bound by Anima into a creature able to master and control it. The Eidolon may look quite similar to or quite different from the Nascent he was born from. He still retains all of his memories and morals from being a Nascent – in fact, it is the strength of these convictions that likely sparked the transformation in the first place.

    As Eidolons grow, they develop more and more traits, and continue to change. These changes are much more gradual than the change from Nascent to Eidolon, though they may at times surprise or shock. Usually, when an Eidolon develops a trait, he finds it useful or empowering, rather than repulsive. After all, his choices of word and deed are what brought the trait on, and each persona trait accentuates the potential for the personality that it grows from.

    Many Eidolons are careful of what they say, do, and think, for they know that it will determine what they ultimately become. Others follow only their wills, determined to become whatever their natures dictate.

    Sam

    ple

    file

  • 6

    Empyrean

    Realms “We are the heart of the world, the root of creation! All this Empyrean is our right to possess! It belongs to us, Eidolons, the children of Anima!”

    — Lord Gharl, the Devourer

    The world of Empyrean is loosely divided into areas called Realms. Each of these realms has a distinct climate, culture, natural life, and features. They are filled with natural wonders, places of power, and mysteries to be discovered by the curious explorer.

    The Realms of Empyrean are more than just geographic areas, however. They are each like tiny worlds, with their own conventions and possibilities. One realm might possess space-age technology, and its citizens will live among the stars rather than on the earth. Another might be a blistering desert that stretches infinitely on, no matter how far one walks towards the horizon.

    Yet another could be haunted by aberrant monsters and unspeakable horrors caged up within it long ago. Natural laws and potentialities such as magic, length of days, and even chemistry and physics draw their boundaries at the edges of the realms, and can work completely different in disparate realms.

    Each realm possesses a different balance of Anima, and this balance determines the look of the creatures there – especially the Nascent, as well as what the weather, terrain, and natural wildlife in the area are.

    Despite that all the realms are connected, they may not necessarily share technologies or cultures, for reasons listed above. Just because one Nascent race can move at the speed of light and live among the stars does not mean that they can accomplish these same feats beyond the borders of their realm. However, unlocking paradigms from Old Empyrean can spread the potential of technologies beyond these borders.

    Empyrean

    6

    Sam

    ple

    file

  • 7

    Empy

    rean

    The Nascent “When the land awakens, it finds it has no voice, no hands, no eyes, no dreams. To supply these, it gives birth to the Nascent.”

    — Kulbaht, Keeper of Records

    Empyrean is not populated exclusively by the Immortal Eidolons. The sentient creatures of Empyrean are collectively called the Nascent, or “newborns” by Eidolons. Compared to an Eidolon’s immortality, the Nascent are little more than mayflies – here today and gone tomorrow. Like Eidolons, the Nascent can take just about any form, have any powers, and master any technology or art. The Nascent, however, live in tribes. Their birth and homeland determines the way they look and what they are capable of, rather than their personal decisions.

    The Nascent outnumber Eidolons hundreds and in some places thousands to one. Most villages of Nascent have at least one Eidolon in residence – usually living near enough to know and assist them when necessary, but far enough not to attract too much attention or become too involved with them.

    It is not certain where the Nascent come from – certainly they can be born, just like animals can, but they seem to appear in different varieties in all manner of places, with no indication as to how they survived or came to be there before civilization discovered them. Many believe that the first Nascent were originally born from the land itself, to be its custodians and defenders.

    Nascent differ from Eidolons in their physical makeup as well. The Nascent are made of elements – materials crafted from Anima, the same stuff as soil and stone. Eidolons have bodies of pure Anima, making them more similar to the Great Spirits, as opposed to the Nascent, whose bodies are more akin to animals.

    The Nascent are divided into tribes, and each tribe has its own distinct features. Many even possess abilities that are normally reserved to Eidolons, such as great strength, the power to turn others to stone with a look, or the ability to grow wings at will and fly. The majority of Nascent tribes are humanlike, though slightly shorter and with sharper senses. However, there are exceptions to the rule, and many Nascent have features not dissimilar to animals, fish, the earth around them, or even inanimate objects. There are records of colonies of web-footed Nascent with

    gills that live in cities beneath the ocean; of cybernetic Nascent who are born half-machine, and able to interface directly with their technology; and of ghostly Nascent who have no bodies at all unless they wish to manifest themselves on this plane.

    Almost all Nascent are able to intermarry and reproduce with each other, though there are a great many purists among them who shun the mixture of societies and cultures with others. The integration of the Nascent races, as opposed to their separation, is a major dividing point in all Nascent societies and politics.

    The Nascent possess the unique ability among animals to become Eidolons. While not all Eidolons were once Nascent, the majority are Nascent who have changed to become what they are now. There are various things that may cause a Nascent to become an Eidolon – a particular strength of heart or character, a total devotion to ideals, the gift of a Great Anima Spirit, or the act of unlocking a cornerstone are just a few possibilities.

    Sam

    ple

    file

  • 8

    Empyrean

    Life in Empyrean “The way of strong men is balance in every sphere. Avoid all excess of drink, temper, wealth, opinions, love, and dreaming.”

    — Lyons, Who Slew Regret

    Eidolons have many roles in the society of Empyrean, but the main task of keeping a civiliz ation running falls to the Nascent. The common folk of Empyrean, the Nascent, live in tribes that range in size from a few hundred up to the millions. Each tribe possesses its own sciences, crafts, magics, arts, and cultures, as well as very distinct physical traits that tie them to their homeland. Nascent living in snowy climates will typically have pale features and a strong resilience to cold, while those who live in mining communities might be stocky and strong, like the dwarves in fantasy literature. While Nascent can be referred to collectively, they typically prefer to be identified by their tribes, and not collectively as Nascent.

    The Nascent live in conditions according to their realms and sciences. Many have cultures that are wholly devoted to arts, or that can make secret wonders of glass or steel, or that understand amazing sciences of teleportation and magic that even Eidolons may not comprehend. Most Nascent are content to live in peace, find love, raise families, and live out their days in relative comfort. Only those with a deep desire to change the world and themselves are capable of becoming Eidolons.

    Eidolons have many roles – most are wanderers, leaders, adventurers, or inventors. They cannot settle for mediocrity, and must always push themselves to the head of any situation they find themselves in. Should an Eidolon be a shepherd, he will be a legendary and elusive shepherd. Should one be a miner, he will be a discoverer of rarities and a paragon of exploration beyond any peer. There is no room for small goals or ordinariness in an Eidolon’s heart.

    Empyrean is a land where anything is possible. Any culture, any lifestyle, and any type of creature can live within its bounds. New government systems, dimensional boundaries, secret societies, warring cities, and unfathomable technologies are just a few of the things that you might find while exploring this strange world of endless frontier.

    The Great Spirits of Anima

    “What is the will of Anima? Does it wish for us to be happy? Does it wish for us to create? Does it wish for us to thrive? My friends, the will of Anima is not what we should ask ourselves. The more important question is this: What is our will? What will we create? And how will we use Anima to our own ends?”

    — Lord Gharl, the Devourer

    Anima is not simply a power source or a natural convention – it has a will and being of its own. The seven Great Spirits of Anima watch over the world. The Great Spirits maintain the balance of Anima. It would be false to say they do this by any kind of consent or goodwill. Rather, they are constantly at war with one another, trying to increase the power of their own domains by undermining others, using Eidolons, Nascent, and nature itself as pawns. The Spirits often express interest in the affairs of individuals, or the causes of their favorite Eidolons, or the need for justice and restraint. Despite all this civility, thousands of years of history shows that their nature is an eternal struggle for power, and little more. Of course, the balance must be maintained by someone, and the struggles of the Great Spirits – their alliances and betrayals – keep any one of the seven elements of Anima from growing too powerful and unbalancing the world.

    The Great Spirits may sometimes choose champions amongst Eidolons to serve as their servants in the world. These chosen few receive nearly limitless power from their masters, as well as the power to summon massive creatures known as Titans that can lay waste to entire realms. When champions exist, they tend to hold an uneasy truce with one another, or be quickly destroyed by the abuse of their powers, or by their Great Spirit masters when their usefulness ends. To be tied to the kind of power a Great Spirit provides and then to be cut off from it will normally kill an Eidolon, or at least leave them in such a broken state that death would be a mercy.

    Sam

    ple

    file

    Mystic EmpyreanTable of ContentsCreditsEmpyrean - The Shattered WorldEmpyreanEidolonsAnimaCornerstonesThe BalancePersona TraitsBecomingRealmsThe NascentLife in EmpyreanThe Great SpiritsHeritage SitesAetherColossiThe Great CalamityThe FactionsLibrarium OmnibusOrder of the Seven HeroesUtopian SocietyServants of BalanceBrilliant Dawn League

    Game Basics - The Great WorksNature of the GameWhat You NeedOwnershipAlignmentsThe BalanceThe Element WheelBuilding a BalanceThe ElementsFireLightElectricityWaterStoneDarknessAirAether

    The WorldbookBuilding the Seed WorldThe First GameOther MaterialsPlanning the First Game

    Character Creation - The ArchitectsCharacter CreationPersona TraitsStep 1 - ConceptStep 2 - Persona TraitsStep 3 - BalanceStep 4 - BackgroundStep 5 - CreedSample Creed Traits

    Gameplay - The Grand AdventurePart 1 - ContextPart 2 - Establishing QuestionsPart 3 - ResolutionPart 4 - ClosureEncounter TypesRotating the Role of GMEscalationResolving ActionsResolving a DrawAction - ReactionAnima SurgeRetrying AttemptsIncorporating MapsPlayer Questions During ResolutionTypes of WoundsBecomingTrait RanksTreasures

    Realms - The World RebornReleasing a RealmNew Setting ConventionsMapping the RealmStep 1 - Name and ConceptStep 2 - Choosing Realm TraitsTerrainTechnologyGovernmentWildlifeCultureSocietyCreed

    Step 3 - CivilizationStep 4 - PlacesStep 5 - Encounter TablesStep 6 - Realm Balance

    Paradigms - The World RevealedFree TimeDrawing PowerGuided EstablishmentCurrencyPlot Twist CardsEncyclopediasMasksDiceAlchemyMilestonesCritical Success and FailureTechnologyUniversal Trait

    Conceits - The World RealizedAbundanceAethermancyChannelingCore ValuesElemental ReconstructionFilled with AnimaForgotten TreasureGeomancyHigh SummoningImagingSealed MemoriesSurging AnimaWonder Crafting

    Storytelling - The New LegendScenario OwnerHierarchyRunning Your RealmDefining Just EnoughThe First EncounterImprovised EncounterCollaborative StorytellingScenarioA Conflict of InterestThe Old WorldThe Chosen One

    Advanced ScenariosTides of TimeBefore the FallAstral Reflections

    Personal StoriesGuiding Character DevelopmentEmbellishmentReversing DrawbacksDifficult TraitsSpecial EncountersPoliticalPuzzleCombat

    EndgameLoose EndsConcluding Questions

    Nitar - The City of SteamNitariThe StrataImportant PeopleTechnologyTrade GoodsWildlife & MonstersChallengesTreasuresEncountersAdventure TracksMaps

    Persona TraitsListing by Name

    WondersConsumablesMinor WondersMajor Wonders

    Planning SheetsBalance GeneratorsTerrainTechnologyGovernmentCreatureCultureSocietyCreedEidolon GenerationRealm Generation

    Bonus MaterialsArtist BioAuthor BioBalance CardsPlayer-Created EidolonsPlayer-Created RealmsPlayer-Created Nascent

    Quick ReferencesGlossaryElemental Actions